AI and the future of play
Placeholder for a position statement on my current research and teaching on the genealogy and emergent dimensions of artificial intelligence in play and technoculture. more…
AI and games
Workshop with level 3 Games Design & Art students, October 2019 references: Giddings, Seth 2014 ‘Soft worlds and AI’ (extract from chapter 3 of) Gameworlds: virtual media and children’s everyday play. New York: Bloomsbury. http://www.microethology.net/wp-content/uploads/2019/05/Soft-Worlds-and-AI.pdf Giddings, Seth 2007 ‘Playing with nonhumans: videogames as technocultural form’, in Suzanne de Castell & Jen Jenson (eds) Worlds in […] more…
toying with the singularity
My chapter on the design of playful AI and robotics – and the relationships between the material, the technical and the imaginary – is in The Internet of Toys: practices, affordances and the political economy of children’s smart play, edited by Giovanna Mascheroni and Donell Holloway (Palgrave 2019). Titled ‘Toying with the singularity: AI, automata and […] more…
AI & the achievement of animals
A stork and a wild pig in Breath of the Wild are distinct species only in a decorative sense, as mise-en-scene of the open dynamic world. As prey however they are simply the same: moving targets and soon-to-be raw meat. At first glance, a horse in Breath of the Wild is defined primarily by its vehicular potential. it is […] more…
the history of games is the history of technology
A longer version of a short piece for the launch issue of ROMchip: a journal of game histories. The editors asked ‘What could the history of games be?’ Among the British Museum’s thirteen million objects is a beautiful game board and set of counters or tokens fashioned from wood and inlaid with shells forming rosettes […] more…
the city is already a playground
The city is already a playground. Creative projects to turn urban spaces into playful installations or events are often predicated on the implicit assumption that the city is not already playful. That urban centres are cold, alienated places just waiting for artists, architects, designers and cultural producers to bring their creativity and imagination to bring […] more…
robots for everyone
As I’m working on a cluster of ideas about robots, AI, automata and animals, here is an entry on Robot that I wrote for The International Encyclopedia of Communication Theory and Philosophy (2015). The word “robot” was coined by the Czech playwright Karel Čapek in 1921, in his play R.U.R. He took his inspiration for it from […] more…
the office as medium (rough draft)
Admin and academic offices, Faculty of Creative Industries, Universiti Turku Abdul Rahman, Malaysia more…
Phantasmagoria & technicity
Resources and links for my talk at the Cologne Games Lab 5th December 2018. I’ll work this up into a full post with the slides soon: bad play and phantasmagoria (extract from Gameworlds: virtual media and children’s everyday play) Bright bricks dark play draft: on the impossibility of studying LEGO (from Mark J.P. Wolf (ed.) LEGO […] more…
paracosmic
excerpt from Gameworlds (pp.6-8) on Cohen and MacKeith’s ‘paracosms’ and imaginative play: Such worlds open up as virtual environments for play beyond the page, along with television, comic and film stories and characters, as resources for play in the playground, the park or the bedroom. They are to be lived in and played out beyond the […] more…
unbreakable pocket cinema
Stip Vuwers, Bill Douglas Cinema Museum, University of Exeter more…
hand-held cinema
The Bill Douglas Cinema Museum has uploaded my report on this archive research: Handheld cinema, or the other successful toys that move. more…
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